Elements of Interactive Fiction

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Revision as of 13:05, 7 September 2006 by Mara (Talk | contribs) (culled the Player Character section (which now has its own article))

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This index is focused on the widely known elements of an interactive fiction game or story. Please feel free to add or edit the index.



A maze is a network of locations, often very similar in appearance and without any function except to form the maze. To solve this sort of puzzle, the player character has to get from one point to another within the maze. Standard mazes, with static two-dimensional maps, can be simply solved by mapping. This can be made more difficult by moving rooms about, making them indistinguishable, dynamically generating the maze, introducing secret doors and so on. Often, this means that the maze can only be solved by another puzzle - such as finding a combination of directions one has to go, or pulling a lever that opens up a secret door. Arguably, this means that the maze is no longer a genuine maze puzzle - it just looks like one. Many players and theorists are strongly opposed to the use of maze puzzles, considering the device tedious and overused.

One-use Key

A one-use key is a very basic and common sort of puzzle: one where the solution is to use a specific object in conjunction with another specific object. The first object then serves no other use in the game; a common example of this puzzle is a key that will only unlock one door (which itself has only one key).

Guess the Verb

moved to Guess-the-verb